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Created by Brenda David
lolaadave@gmail.com
©2019
Introduction
Technology savvy
generation VS Textbooks
21’st Century Learning
Statement of
Proble
mEnglish Textbook for KSSR
• Dry, simplistic and procedural.
• Lack the element of interactivity.
• Stagnant and still visual graphics.
Augmented
RealityTechnology that expands our physical world,
adding layers of digital information onto it.
The
World
The
World
The statistic shows
three growth scenarios
for global economic
impact of augmented
reality from 2016 to
2020. In the high-
adoption scenario, the
economic impact of
AR is forecast to
amount to 29.5 billion
U.S. dollars in 2020.
What is Augmented
Reality?
Augmented Reality
Concepts/Ideas
Choosing materials
from the English
KSSR textbook
(pictures).
Using augmented
reality tools, the
pictures are going
to be associated
with videos
When the picture
is being scanned,
the embedded
video will appear
on the screen.
Software
mind
go
New
application!
Triggers
Pictures
Necessary Equipment
Phone Laptop
LCD Projector
Ideas
Ready to
be used in
classroom
Create
brochures
Create
mindgo
Download
vuforia +
unity
• Import and edit
visual images
and videos
• Coding
• ‘Build and run’
the project by
downloading
and installing
the Android ADK
with different
Android
platform.
• Create ‘mindgo’
• Create
brochures
(pictures as the
triggers)
• Print the
brochures
• Prepare phone,
laptop,
speaker, LCD
projector.
Ration
al
Augmented reality content could catch students’ attention and
motivate them in learning as it allows students to visualise the
subjects as well as complex and unfamiliar concepts.
Augmented reality features could help perform a virtual practice
thus spark engagement through movement and lifelike
exploration which will engaged students to understand a lesson
better and learn faster.
Augmented reality combines the digital and the real world
allowing students to have an authentic and interactive learning
experiences.
Augmented reality offers multiple representations of the same concept providing
additional sensory inputs which tap into multiple intelligences.
Objecti
vesTo integrate the use of technology in the classroom which is one of the aspects of
21st century learning.
To boost students’ motivation and interest in learning English through fun and
interactive lessons.
To provide an authentic, engaging and effective English lessons for students.
To help teachers explain complex and abstract concepts in the lessons using a
good educational tool.
To motivate other teachers around the world to innovate their instructional
practices and incorporate Augmented Reality in their lessons.
Target
Groups
Primary school students Teachers
Parents
The Importance of the
Innovation
Project1. To encourage stakeholders to acknowledge the effectiveness
of incorporating augmented reality in the lesson.
2. To provide access to the materials in KSSR English textbook
with an impactful educational tool.
3. To create an educational tool which has the potential to serve
as an efficient and effective teaching aids for teachers to use
in their lessons.
The Importance of the
Innovation
Project4. To give opportunity for students to experience their learning
in a fun and engaging way.
5. To provide an educational tool that taps into multiple
intelligences.
6. To provide an interactive learning environment which
encourage pupils to interact with both materials and their
peers as this project combines the digital and real world.
Cost of
Innovation
Project
-None-
The use of technology in
the classroom
Catering to the needs of
every student
Conclusion
References
Active Words Inc. (2008). Active Words. Retrieved from http://www.activeworlds.com
Craig, A. B. (2013). Understanding augmented reality: Concepts and applications. Newnes.
De Sá, M., & Churchill, E. (2012). Mobile augmented reality: exploring design and prototyping
techniques. In Proceedings of the 14th international conference on Human-computer interaction
with mobile devices and services, 221-230.
Forterra Systems Inc. (2008). OLIVE - Purpose driven virtual worlds for everyone. Retrieved from
http://www.forterrainc.com/images/stories/pdf/OLIVE_Dec07_Final_Rev.pdf
Olsson, T., & Salo, M. (2011). Online user survey on current mobile augmented reality applications.
In 2011 10th IEEE International Symposium on Mixed and Augmented Reality, 75-84.
Thomas, K. (2006). Augmented reality: a new approach to learning. FutureLab. Retrieved from
http://www.futurelab.org.uk/resources/publications_reports_articles/web_articles/Web_Article496
End of
Presentation
Thank You

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MindGo Application

  • 1. Created by Brenda David lolaadave@gmail.com ©2019
  • 2. Introduction Technology savvy generation VS Textbooks 21’st Century Learning
  • 3. Statement of Proble mEnglish Textbook for KSSR • Dry, simplistic and procedural. • Lack the element of interactivity. • Stagnant and still visual graphics.
  • 4. Augmented RealityTechnology that expands our physical world, adding layers of digital information onto it.
  • 6. The World The statistic shows three growth scenarios for global economic impact of augmented reality from 2016 to 2020. In the high- adoption scenario, the economic impact of AR is forecast to amount to 29.5 billion U.S. dollars in 2020.
  • 9. Concepts/Ideas Choosing materials from the English KSSR textbook (pictures). Using augmented reality tools, the pictures are going to be associated with videos When the picture is being scanned, the embedded video will appear on the screen.
  • 13. Ideas Ready to be used in classroom Create brochures Create mindgo Download vuforia + unity • Import and edit visual images and videos • Coding • ‘Build and run’ the project by downloading and installing the Android ADK with different Android platform. • Create ‘mindgo’ • Create brochures (pictures as the triggers) • Print the brochures • Prepare phone, laptop, speaker, LCD projector.
  • 14. Ration al Augmented reality content could catch students’ attention and motivate them in learning as it allows students to visualise the subjects as well as complex and unfamiliar concepts. Augmented reality features could help perform a virtual practice thus spark engagement through movement and lifelike exploration which will engaged students to understand a lesson better and learn faster. Augmented reality combines the digital and the real world allowing students to have an authentic and interactive learning experiences. Augmented reality offers multiple representations of the same concept providing additional sensory inputs which tap into multiple intelligences.
  • 15. Objecti vesTo integrate the use of technology in the classroom which is one of the aspects of 21st century learning. To boost students’ motivation and interest in learning English through fun and interactive lessons. To provide an authentic, engaging and effective English lessons for students. To help teachers explain complex and abstract concepts in the lessons using a good educational tool. To motivate other teachers around the world to innovate their instructional practices and incorporate Augmented Reality in their lessons.
  • 17. The Importance of the Innovation Project1. To encourage stakeholders to acknowledge the effectiveness of incorporating augmented reality in the lesson. 2. To provide access to the materials in KSSR English textbook with an impactful educational tool. 3. To create an educational tool which has the potential to serve as an efficient and effective teaching aids for teachers to use in their lessons.
  • 18. The Importance of the Innovation Project4. To give opportunity for students to experience their learning in a fun and engaging way. 5. To provide an educational tool that taps into multiple intelligences. 6. To provide an interactive learning environment which encourage pupils to interact with both materials and their peers as this project combines the digital and real world.
  • 20. The use of technology in the classroom Catering to the needs of every student Conclusion
  • 21. References Active Words Inc. (2008). Active Words. Retrieved from http://www.activeworlds.com Craig, A. B. (2013). Understanding augmented reality: Concepts and applications. Newnes. De Sá, M., & Churchill, E. (2012). Mobile augmented reality: exploring design and prototyping techniques. In Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services, 221-230. Forterra Systems Inc. (2008). OLIVE - Purpose driven virtual worlds for everyone. Retrieved from http://www.forterrainc.com/images/stories/pdf/OLIVE_Dec07_Final_Rev.pdf Olsson, T., & Salo, M. (2011). Online user survey on current mobile augmented reality applications. In 2011 10th IEEE International Symposium on Mixed and Augmented Reality, 75-84. Thomas, K. (2006). Augmented reality: a new approach to learning. FutureLab. Retrieved from http://www.futurelab.org.uk/resources/publications_reports_articles/web_articles/Web_Article496

Editor's Notes

  • #5: Augmented Reality has changed the way people learn and gain information – very valuable to Education especially now we are having technology savvy generation
  • #6: What is Augmented Reality actually?
  • #15: 1. This is especially good for visual learners and practically anyone to translate theoretical material into a real concept 4. This “synergistic scaffolding” taps into multiple intelligences, and offers another chance to enhance and strengthen pupils’ understanding while keeping the lesson engaging.
  • #16: Give a hybrid environment where the user can interact in real time Ar optimises learning Improves comprehension Increases motivation for learnig Tap into multiple intelligences – Visual, Auditive, Kinesthetic Augments students perception of reality The ebst way to connect between the real world and the digital contents … Allow users to learn the educational contents by associating with the real world things or events much more strongly Discovery and investigation-based learning Browse through life like you browse the internet Create, visualise and manipulate Interactive multimedia printing – interact with a printing publication